Why are we still keeping that simplified upkeep system?
![avatar of Porygon](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 2779
Relic, if you want COH2 being more success than vCOH, please give up that stupid system, it is the only logical way to solve blobs problem.
![avatar of RandomName](/uploads/avatar/7042.jpg?updated=1410287284)
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![avatar of Porygon](/images/avatars/uberkubel.png?updated=1414778283)
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Many players were already demanding this in Beta. One year later, nothing happened.
and I was one of them.
![avatar of GustavGans](/images/no_av.png)
Posts: 747
Anyways, even if they abuse spam"strats" there's no need to call them names. Seriously, if a game makes you rage that hard you should probably take a break every once in a while.
![avatar of Spanky](/images/avatars/tiger.png?updated=1395697084)
![Senior Strategist Badge](/images/badges/badge_SENIOR_STRATEGIST.png)
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Right now, if you cap the whole map, then the income is still the same with 100 popcap, so this means your enemy can just spam up an army and try to push you back. This doesn't reward outplaying your opponent early/mid game.
![avatar of I984](/uploads/avatar/77.jpg?updated=1497357857)
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![avatar of MeanMachine](/uploads/avatar/445.png?updated=1424187505)
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![Patrion 1](/images/badges/crowdfunding/patron_1.png)
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If you think upkeep should be used to discourage spam - are you talking about incremental upkeep - bigger upkeep the more units of the same type you have?
![avatar of 5trategos](/images/avatars/kv-2.png?updated=1396165063)
Posts: 449
Back in vCOH, the upkeep of each units are different, it really helps balancing the ridiculous spam. I have no idea why COH2 making simplified, the more popcap you have, the more upkeep you pay, and let those stupid crap happens. Both players spam up to 8+ Cons to 5+ T-34/85 without a single building. No one would crazy enough enjoy playing against this bullshit.
Relic, if you want COH2 being more success than vCOH, please give up that stupid system, it is the only logical way to solve blobs problem.
But the upkeep of each unit IS different in CoH2 as well. Can you detail how the old upkeep system would help discourage the kind of spam you describe?
This looks to me like the same old call-in efficiency problem, and not necessarily a population problem.
![avatar of Napalm](/uploads/avatar/9063.jpg?updated=1388703493)
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![avatar of Thunderhun](/uploads/avatar/6301.jpg?updated=1490735219)
Posts: 1617
Funny thing is Cons + T-3485s are pain is the ass to deal with, this replay and Lenny's play prove this and every no-brainer can do this shit.
![avatar of IpKaiFung](/uploads/avatar/10.jpg?updated=1623500489)
![Benefactor 1](/images/badges/crowdfunding/benefactor_1.png)
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What the real issue is that teching is not worth it when you can get really strong tanks for equivalent resource costs.
but if you want to go back to the CoH1 system where 1 rifleman squad had the same upkeep as three pumas then that's cool as well. Don't know how it will help solve your issue though.
![avatar of DerBaer](/uploads/avatar/7346.png?updated=1392288269)
Posts: 219
But the upkeep of each unit IS different in CoH2 as well. Can you detail how the old upkeep system would help discourage the kind of spam you describe?
This looks to me like the same old call-in efficiency problem, and not necessarily a population problem.
I think he is talking about the amount of territories held influencing your popcap. In CoH2 it is set to 100. In CoH, it was dependant on how much territory the player held. Imho, CoH had the better system. No "pulling out an (insert super heavy tank call in here) out of your ass" after being pushed back all game.
If we had a modified "old" popcap system, I think teching would be taken in to consideration again instead of relying on call ins. No territory -> low popcap.
![avatar of Stafkeh](/uploads/avatar/1111.png?updated=1434634366)
![Patrion 1](/images/badges/crowdfunding/patron_1.png)
Posts: 1006
The popcap system was just a way to prevent spamming units.. Like other people said befor in this topic: Why take away something that worked perfectly.
I guess Relic wanted more people to play the game, and this makes it easier. Just spamming and blobbing..
Ah well, I really hope modding will be possible soon.. In 1v1's I have a lot of fun. But 2v2 is just boring spam and blob fest..
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![avatar of Inverse](/uploads/avatar/16.jpg?updated=1371338359)
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Relic stated long before release that its goal was to drastically simplify the underlying framework of the game, presumably to make it easier to add new units and abilities via commander DLC. This means simplified resource structuring (generalized resource points on maps instead of highly specific ones), simplified upkeep, and simplified unit stats. You can see this philosophy in action easily when looking at unit stats. There aren't armour types or target tables or any of that fancy, complicated stuff that allowed people to greatly customize the balance between any two units but added extreme complexity. Instead, you have simple armour, health, and damage, which makes subtle balancing a lot more difficult but the adding of new units a breeze.
This is a design decision Relic likely made before any sort of development actually began. I would be extremely surprised if they changed it, given their comments and actions in the past.
![avatar of GustavGans](/images/no_av.png)
Posts: 747
The problem is how conscripts and some sov commanders are designde.
![avatar of Volsky](/uploads/avatar/5898.jpg?updated=1373841607)
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Modders, such as myself, and others, get to pay for it when (IF) modding support is (re-)enabled.
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